
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Halfling |
Class | Forge Knight |
Level / Exp | 24 / 71% |
Size | small |
Lifes / Deaths | Killed by luminous horror at level 12 on the 6th Dusk 122nd year of Ascendancy at 09:22 / 38Killed by Unwal the halfling at level 13 on the 49th Dusk 122nd year of Ascendancy at 15:26 Killed by snow giant thunderer at level 16 on the 75th Dusk 122nd year of Ascendancy at 22:27 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 00:47 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 00:59 Killed by fire drake at level 16 on the 76th Dusk 122nd year of Ascendancy at 02:12 Killed by ritch flamespitter at level 16 on the 76th Dusk 122nd year of Ascendancy at 06:02 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 08:32 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 10:22 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 12:16 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 13:44 Killed by snow giant boulder thrower at level 16 on the 76th Dusk 122nd year of Ascendancy at 16:16 Killed by Chronolith Twin at level 17 on the 78th Dusk 122nd year of Ascendancy at 06:47 Killed by Chronolith Twin at level 17 on the 78th Dusk 122nd year of Ascendancy at 09:38 Killed by Polarin the ghoul at level 18 on the 40th Haze 122nd year of Ascendancy at 10:16 Killed by Islywen the skeleton mage at level 19 on the 51st Haze 122nd year of Ascendancy at 05:38 Killed by skeleton warrior at level 20 on the 51st Haze 122nd year of Ascendancy at 16:41 Killed by forest wight at level 20 on the 51st Haze 122nd year of Ascendancy at 17:31 Killed by skeleton mage at level 20 on the 51st Haze 122nd year of Ascendancy at 18:26 Killed by grave wight at level 20 on the 51st Haze 122nd year of Ascendancy at 21:54 Killed by ghoul at level 20 on the 52nd Haze 122nd year of Ascendancy at 02:20 Killed by Borfast the Broken at level 20 on the 52nd Haze 122nd year of Ascendancy at 04:45 Killed by Borfast the Broken at level 20 on the 52nd Haze 122nd year of Ascendancy at 06:48 Killed by barrow wight at level 20 on the 52nd Haze 122nd year of Ascendancy at 08:05 Killed by skeleton warrior at level 20 on the 52nd Haze 122nd year of Ascendancy at 10:12 Killed by skeleton warrior at level 20 on the 52nd Haze 122nd year of Ascendancy at 10:57 Killed by Borfast the Broken at level 20 on the 52nd Haze 122nd year of Ascendancy at 11:29 Killed by skeleton warrior at level 20 on the 52nd Haze 122nd year of Ascendancy at 13:02 Killed by grave wight at level 20 on the 52nd Haze 122nd year of Ascendancy at 14:40 Killed by grave wight at level 20 on the 52nd Haze 122nd year of Ascendancy at 16:53 Killed by lesser vampire at level 21 on the 55th Haze 122nd year of Ascendancy at 05:30 Killed by dread at level 21 on the 55th Haze 122nd year of Ascendancy at 06:52 Killed by barrow wight at level 23 on the 58th Haze 122nd year of Ascendancy at 05:23 Killed by elven corruptor at level 23 on the 61st Haze 122nd year of Ascendancy at 02:24 Killed by Grand Corruptor at level 23 on the 61st Haze 122nd year of Ascendancy at 13:24 Killed by elven corruptor at level 24 on the 73rd Haze 122nd year of Ascendancy at 11:49 Killed by elven corruptor at level 24 on the 73rd Haze 122nd year of Ascendancy at 12:00 Killed by Enn Space at level 24 on the 73rd Haze 122nd year of Ascendancy at 12:20 |
Primary Stats
Strength | 59 (base 34) |
Dexterity | 51 (base 34) |
Constitution | 69 (base 33) |
Magic | 35 (base 10) |
Willpower | 23 (base 14) |
Cunning | 47 (base 19) |
Resources
Life | 942/942 |
Stamina | 234/234 |
Equilibrium | 0 |
Healing Factor | 1.1017532043077 |
Regeneration | 13.397774031248 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.072117830033% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 166 |
Accuracy | 61 |
Crit Chance | 27% |
APR | 32 |
Speed | 0.88 |
Offense: Spell
Spellpower | 27.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29.95 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 67.06 (97.454810495627%) |
Defense | 27.425 |
Ranged Defense | 27.425 |
Fatigue | 28.023130715438 |
Physical Save | 48.558333333333 |
Spell Save | 34.5875 |
Mental Save | 36.1875 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 56% |
Fear Resistance | 25% |
Blind Resistance | 25% |
Disarm Resistance | 37% |
Bleed Resistance | 25% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 46. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Class Talents
Technique / Armor forging | 1.60 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Weapon forging | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost anorithil from death by oozing horror. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by cold drake hatchling. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 129. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Stire of Derth has completed an elixir of precision without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Ce'Nibretta the Strikeblood (0 def, 4 armour) Ce'Nibretta the Strikeblood (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning Changes resistances: +3% lightning / +6% mind Physical save: +8 Spell save: +8 Mental save: +7 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving brass lantern of health preserving brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Life regen: +1.10 Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | reforged Steel Helm of Garkul (2 def, 12.5 armour) reforged Steel Helm of Garkul (2 def, 12.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +2 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +12% light / +12% fire Changes damage: +10% physical Talent masteries: +0.10 Wild-gift / Call of the wild +0.20 Technique / Thuggery Talent granted: +2 Swallow Physical save: +12 Spell save: +12 Mental save: +26 Blindness immunity: +25% Confusion immunity: +25% Fear immunity: +25% Stamina each turn: +0.80 Maximum stamina: +32.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Emylaith the dwarven-steel pickaxe (dig speed 22 turns) Emylaith the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str Changes resistances: +6% acid / +5% arcane / +6% darkness Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical power: +8 Defense: +9 Changes stats: +5 Str / +6 Con Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Bitodor the Brightsmash Bitodor the BrightsmashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Str Changes damage: +12% light Mental save: +9 Confusion immunity: +31% Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | reforged Islivea the voratun battleaxe (88.5-132.75 power, 16 apr) reforged Islivea the voratun battleaxe (88.5-132.75 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 88.5 - 132.8 Uses stat: 135% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 3). On weapon hit: * 17% chance to daze Damage (Melee): +18 lightning / +18 temporal / +18 arcane / +12 mind When wielded/worn: Physical power: +13 Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +5 Cun / +8 Con Changes resistances penetration: +7% lightning / +16% physical Changes damage: +11% arcane / +11% cold Talent granted: +4 Acidic Spray Physical save: +6 Disarm immunity: +25% Stamina each turn: +0.40 Only die when reaching: -80.00 life It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
On hands | Bethetta the Obsidiannail (0 def, 11 armour) Bethetta the Obsidiannail (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +11 Armour Hardiness: +9% Effects on melee hit: * 13% chance to cause random insanity Damage (Melee): 19 mind / 16 darkness Changes stats: +4 Dex / +8 Con Changes resistances: +6% physical / +9% darkness / +5% arcane Mental save: -15 Mindpower: +5 Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | forged dwarven-steel plate armour (5.5 def, 21 armour) forged dwarven-steel plate armour (5.5 def, 21 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Defense: +6 Fatigue: +24% Effects on melee hit: * 40% chance to daze Changes resistances: +29% lightning / +12% darkness Talent cooldown: True Grit (-3 turns) Physical save: +14 Cut immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +25% Life regen: +2.40 Maximum life: +87.00 A suit of armour made of metal plates. |
Cloak | Ivessra (2 def, 0 armour) Ivessra (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Defense: +2 Damage when hit (Melee): 12 physical Changes stats: +2 Dex / +3 Mag / +2 Wil Spell save: +8 Only die when reaching: -20.00 life Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of magic (+5) wanderer's gold amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Mag / +6 Cun / +6 Con Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Inventory
insidious poison infusion (10 nature damage, 21% healing reduction) insidious poison infusion (10 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.00 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 4 turns) movement infusion (300% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (453% speed; 5 turns) movement infusion of the duelist (453% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 453% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (242.00 temporal damage, removed from time 4 turns) Rune of the Rift (242.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 242.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 46) teleportation rune of the psychic (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 10; dur 15; see animal) vision rune of the warrior (radius 10; dur 15; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 24) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any animal around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 9; dur 15; see humanoid) vision rune of the wizard (radius 9; dur 15; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 15) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Plaguevenom the gold amulet Plaguevenom the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +6% arcane Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
mindweaver's copper amulet mindweaver's copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Mental save: +6 Confusion immunity: +11% Mindpower: +5 Amulets can have magical properties. |
Glorariabeth GlorariabethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +5 Str / +1 Wil Infravision radius: +2 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
forged dwarven-steel battleaxe (45.7-68.55 power, 11 apr) forged dwarven-steel battleaxe (45.7-68.55 power, 11 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.7 - 68.6 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +10.5% Attack speed: 110% When this weapon hits: Virulent Disease (10% chance level 3). On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +12 blight / +13 physical / +13 lightning When wielded/worn: Changes resistances: +6% blight Changes damage: +9% blight / +10% temporal / +10% nature Talent granted: +3 Ruin Massive two-handed battleaxes. |
masterforged balanced dwarven-steel battleaxe of daylight (51.1-76.65 power, 12 apr) masterforged balanced dwarven-steel battleaxe of daylight (51.1-76.65 power, 12 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 51.1 - 76.7 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +12 Physical crit. chance: +11.5% Attack speed: 111% When this weapon hits: Healing Light (15% chance level 3). Damage (Melee): +12 light / +14 nature / +14 arcane Damage against: +12% Undead When wielded/worn: Accuracy: +9 Defense: +10 Changes damage: +10% light / +10% temporal Talent granted: +2 Acidic Spray Massive two-handed battleaxes. |
masterforged stralite battleaxe (65.1-97.65 power, 13 apr) masterforged stralite battleaxe (65.1-97.65 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 65.1 - 97.6 Uses stat: 132% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +13 Physical crit. chance: +12.5% Attack speed: 111% Damage (Melee): +14 arcane / +9 temporal / +20 nature / +14 cold When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +12% fire Changes damage: +10% lightning / +10% mind Talent granted: +1 Deadly Strikes Light radius: +3 Massive two-handed battleaxes. |
iron dagger (9-11.7 power, 5 apr) iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
flaming iron greatmaul of massacre (27.5-41.25 power, 1 apr) flaming iron greatmaul of massacre (27.5-41.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed mauls. |
forged dwarven-steel greatmaul (63.6-95.4 power, 11 apr) forged dwarven-steel greatmaul (63.6-95.4 power, 11 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 63.6 - 95.4 Uses stat: 132% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +5.5% Attack speed: 110% When this weapon hits: Tidal Wave (10% chance level 3). Damage (Melee): +13 arcane / +9 temporal / +7 nature / +13 cold When wielded/worn: Accuracy: +12 Defense: +12 Changes damage: +10% blight / +10% fire Talent granted: +1 Bone Grab Massive two-handed mauls. |
forged iron greatmaul (22.4-33.6 power, 1 apr) forged iron greatmaul (22.4-33.6 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 22.4 - 33.6 Uses stat: 123% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
forged steel greatmaul (41.7-62.55 power, 7 apr) forged steel greatmaul (41.7-62.55 power, 7 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.7 - 62.6 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +3.0% Attack speed: 105% Damage (Melee): +10 nature Burst (radius 1) on hit: +10 fire When wielded/worn: Changes damage: +7% cold Massive two-handed mauls. |
iron greatmaul (19-28.5 power, 1 apr) iron greatmaul (19-28.5 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
masterforged dwarven-steel greatmaul (63.6-95.4 power, 12 apr) masterforged dwarven-steel greatmaul (63.6-95.4 power, 12 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 63.6 - 95.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +12 Physical crit. chance: +6.5% Attack speed: 111% When this weapon hits: Cripple (10% chance level 3). On weapon crit: * cripple the target Damage (Melee): +14 nature / +14 light When wielded/worn: Physical crit. chance: +10.0% Changes damage: +10% nature / +10% mind Talent granted: +3 Deadly Strikes Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
forged steel greatsword (39.2-62.72 power, 11 apr) forged steel greatsword (39.2-62.72 power, 11 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.2 - 62.7 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 110% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 nature When wielded/worn: Changes damage: +8% light Massive two-handed swords. |
forged steel greatsword (37.7-60.32 power, 11 apr) forged steel greatsword (37.7-60.32 power, 11 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.7 - 60.3 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 110% Damage (Melee): +12 mind / +11 nature When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +8% fire Massive two-handed swords. |
forged steel longsword (19.5-27.3 power, 8 apr) forged steel longsword (19.5-27.3 power, 8 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 108% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 105% Damage against: +5% Undead Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. yew magestaff of invocation (20-24 power, 4 apr, cold element)yew magestaff of invocation (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +16 Spell crit. chance: +3% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
forged dwarven-steel waraxe (25-35 power, 13 apr) forged dwarven-steel waraxe (25-35 power, 13 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stat: 110% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +8.5% Attack speed: 110% When this weapon hits: Perfect Strike (15% chance level 2). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +9 physical / +9 fire When wielded/worn: Changes damage: +7% lightning / +7% acid Talent granted: +1 Deadly Strikes One-handed war axes. |
forged steel waraxe (17-23.8 power, 12 apr) forged steel waraxe (17-23.8 power, 12 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.0 - 23.8 Uses stat: 110% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 110% Damage (Melee): +8 cold Burst (radius 1) on hit: +6 fire When wielded/worn: Changes damage: +6% physical One-handed war axes. |
hardened leather belt 'Issotoruistir' hardened leather belt 'Issotoruistir'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 acid Changes resistances: +7% lightning / +8% temporal / +6% acid A belt that goes around your waist. |
Blackobsidian (11 def, 3 armour) Blackobsidian (11 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 Fatigue: +2% Effects on melee hit: * 30% chance to inflict damage reduction Grants telepathy: Humanoid/Orc Light radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 16 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic rough leather gloves of butchering (0 def, 5 armour) heroic rough leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical power: +5 Armour: +5 Changes resistances: +6% blight Spell save: +9 Mental save: +5 Maximum life: +44.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets (0 def, 6 armour) sand iron gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
storm hardened leather gloves of dexterity (+4) (0 def, 2 armour) storm hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +2 Damage (Melee): 8 lightning Changes stats: +4 Dex Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral iron gauntlets (0 def, 1 armour) umbral iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
forged grounding dwarven-steel helm of strength (+3) (3 def, 11 armour) forged grounding dwarven-steel helm of strength (+3) (3 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +3 Fatigue: +4% Changes stats: +3 Str Changes resistances: +10% lightning / +9% temporal / +12% nature / +12% arcane Talent mastery: +0.10 Technique / Weapon forging Talent granted: +1 Wormhole Mental save: +14 Blindness immunity: +25% Confusion immunity: +25% Fear immunity: +25% Stamina each turn: +0.80 Maximum stamina: +31.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron helm (2 def, 7 armour) forged iron helm (2 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +2 Fatigue: +5% Changes resistances: +2% cold Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron mail armour (2 def, 7 armour) forged iron mail armour (2 def, 7 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +7 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
spiked steel mail armour of stability (2 def, 6 armour) spiked steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +6% physical Physical save: +10 A suit of armour made of mail. |
forged impenetrable dwarven-steel plate armour of temporal resistance (5.5 def, 28.5 armour) forged impenetrable dwarven-steel plate armour of temporal resistance (5.5 def, 28.5 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +28 Defense: +6 Fatigue: +24% Changes resistances: +5% lightning / +16% temporal / +5% darkness Physical save: +13 Cut immunity: +12% Pinning immunity: +12% Stun/Freeze immunity: +12% Life regen: +2.10 Maximum life: +80.00 A suit of armour made of metal plates. |
Hanaruisin (6 def, 2 armour, 12 dam, 38 block) Hanaruisin (6 def, 2 armour, 12 dam, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * Slows global speed by 20% When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +1 Mag / +1 Wil / +1 Con Changes resistances: +15% cold Talent granted: +2 Block Handheld deflection devices. |
forged iron shield (4.5 def, 5.5 armour, 13 dam, 22 block) forged iron shield (4.5 def, 5.5 armour, 13 dam, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +2% nature Talent granted: +1 Block Disarm immunity: +6% Knockback immunity: +6% Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
123 alchemist agate 123 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Mental save: +6 Light radius: +2 See stealth: +5 See invisible: +7 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 Spell save: +0 Mental save: +0 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of clear mind [power 2] (10 cooldown) steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown) telekinetic dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 28] (20 cooldown) ash totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of cure ailments [power 1] (7 cooldown) quick ash totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 7 cooldown. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
bright elm wand of clairvoyance [power 9] (6 cooldown) bright elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Enn Space the Halfling Forge Knight level 13
23rd Dusk 122nd year of Ascendancy at 11:19 see stats
By Enn Space the Halfling Forge Knight level 16
75th Dusk 122nd year of Ascendancy at 10:54 see stats
By Enn Space the Halfling Forge Knight level 18
41st Haze 122nd year of Ascendancy at 11:15 see stats
By Enn Space the Halfling Forge Knight level 24
73rd Haze 122nd year of Ascendancy at 12:20 see stats
By Enn Space the Halfling Forge Knight level 13
7th Dusk 122nd year of Ascendancy at 14:54 see stats
By Enn Space the Halfling Forge Knight level 10
8th Mirth 122nd year of Ascendancy at 03:51 see stats
By Enn Space the Halfling Forge Knight level 20
51st Haze 122nd year of Ascendancy at 09:32 see stats
By Enn Space the Halfling Forge Knight level 14
54th Dusk 122nd year of Ascendancy at 00:53 see stats
By Enn Space the Halfling Forge Knight level 24
73rd Haze 122nd year of Ascendancy at 01:32 see stats
By Enn Space the Halfling Forge Knight level 23
58th Haze 122nd year of Ascendancy at 05:23 see stats
By Enn Space the Halfling Forge Knight level 8
2nd Mirth 122nd year of Ascendancy at 16:47 see stats
By Enn Space the Halfling Forge Knight level 18
40th Haze 122nd year of Ascendancy at 18:27 see stats
By Enn Space the Halfling Forge Knight level 22
57th Haze 122nd year of Ascendancy at 20:48 see stats
Log
Elven blood mage drains life from Enn Space!
Elven corruptor casts Blood Spray.
Elven blood mage's Blood Grasp hits Enn Space for 148 blight damage.
Elven tempest hits Elven corruptor for 19 lightning damage.
Elven tempest hits Elven blood mage for 19 lightning damage.
Elven tempest hits Enn Space for 13 lightning damage.
Elven corruptor hits Enn Space for 114 blight damage.
Elven blood mage receives 74 healing from Enn Space.
Enn Space the level 24 halfling forge knight was poxed to death by an elven corruptor on level 4 of Dark crypt.
Enn Space is no longer evading attacks.
Enn Space is free from the rotting disease.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven corruptor killed Enn Space!
Talent Vitality is ready to use.
Talent Explosive Leap is ready to use.
Saving done.
Talent Forge Shield is ready to use.
Talent Powerful Strikes is ready to use.
Talent Rune: Biting Gale is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Debilitating Strike is ready to use.
Personal New Achievement: Fool of a Took! (Exploration mode)!
Saving game...